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#1 02/01/08 6:20pm

duelord
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From: Basel
Registered: 13/04/07
Posts: 638
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[project] umd mod 3.xx kernel

Well since the manhunt hack, i thought about a  may to modify source in a way like a cheat device. but it would be more like a patch that would update the game.

I was thinking about a gta modification, either mix the two games together, or modify the source code  like gta stunt project.

I would like some coworkers though. this  project should go over three months.

Who is interested join, and we can discuss what we want to do exactly and with which game.

If we do this correctly we can attract many ppl

//update

The first steps would be the folowing
Have Umdgen 4.00 and a minimum of programming knowledge

1. We will discuss exactly what we plan to do
2. We analyse the source code of the game we chose
3. Find out which settings we can alter
4. Everybody will then give ideas in which way we shall alter the code and how to alter it to get what we want.

we will make pspflashgaming.com famous

Last edited by duelord (02/01/08 6:26pm)


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#2 02/01/08 6:30pm

rollinroll
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Registered: 23/10/06
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Re: [project] umd mod 3.xx kernel

Hmm sorry but i guess i can't help you...
I have a lot of computer knowledge and know how to use UMDGen and everything but i don't know a sh*t about programming.
Sounds interesting tough.

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#3 02/01/08 7:10pm

JaXeRiR
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Re: [project] umd mod 3.xx kernel

I'm in, but don't count on my programming skills. Just remember that the sources and every file inside the ISOs are encrypted, and you can't really break that encryption.

And besides, if the two games run on even slightly different engines, you won't get this "Manhunt-GTA-mix" to work.

The thing why people could remove the blur effects and everything from Manhunt 2 was because the makers just quickly threw together a simple text file which told the game how much to blur everything and things like that. I don't think that every file in GTA or Manhunt is as easily editable as that, and you still would need the tools that the developers used to compile the sources. Possibly the only things you could actually change without decompiling the source files are the texts.

And I don't think that the idea of this project would be that you get Salvatore Leone to say something dumb about himself in GTA LCS.

Last edited by JaXeRiR (02/01/08 7:19pm)


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#4 02/01/08 8:25pm

duelord
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From: Basel
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Posts: 638
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Re: [project] umd mod 3.xx kernel

I didnt mean to make a gta manhunt mix, but more likely lcs and vcs. Well i thought we might beable to alter things like the stunts, gravity and stuff like that. I was wondering how many things are alterable.
My supposition is that all the stunts and gravity related stuff and more may be saved in files with a .ini

And these files are easily modifiable.

As you are mentioning the manhunt hack, which i also tried, i saw different sections off the source. I had the means to modify the power the damage that different weapons give. (would mean theoretically in FPS games you could create weapons with much stronger range.
Just imagine if your grenades in moh2 would have a 50 metre in diametre range.

This is just an example.

I know that you can't mix to games with different engines together, but you can modify different aspects.

Btw the text file you are talking about "blur effects"  that text file is more than just the blur effects, all the camera effects, weapons, and game structure is.

I will look one time in the gta source code and see if there are files that i can modify. oh and most setting files have a .txt ending

that's what my idea is

- maybe create bigger stunts and so on gta stunt project style
- theoretically try to import or change cars
... more ideas are welcome

I will look at the alterable source codes and post the ones that can be altered here, so we can figure out what we can change.

Btw Rollinroll you don't need much programming, if you can understand what the code does then thats enough.

example


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#5 02/01/08 9:49pm

der-zef-meister
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From: barrow-in-furness
Registered: 21/01/07
Posts: 267

Re: [project] umd mod 3.xx kernel

It'd be brilliant if you could just add custom maps or something to a game!! any game really, though the cars thing for GTA sounds cool!! I'm unable to help; I only have experience in flash programming, don't even know what UMDgen is and have very little knowledge about how iso/umd games are put together. I'd be happy to offer suggestions though smile


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#6 03/01/08 8:40am

zaghy2zy
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From: Scarborough, Ontario
Registered: 02/01/08
Posts: 7
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Re: [project] umd mod 3.xx kernel

if you can get the source I might be able to help, i know many people who knows programming. but merging two different games may be impossible or difficult.... especially if they are built from different programming languages/run time engines



uhm, I just re-read some of the posts above and here is an additional response:

Decompiling the game it self may take time and we do need to know if what programming language they used before we decompile.... and one thing, i think they use a different compiling method which is not available to public programmers unless you work with them, you might be able to know what language they use and what compilation process they do....

Last edited by zaghy2zy (03/01/08 8:45am)


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#7 03/01/08 9:36am

JaXeRiR
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From: Teh Interwebz
Registered: 25/03/07
Posts: 1925
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Re: [project] umd mod 3.xx kernel

Duelord, you said that most setting files have an .ini ending. But I searched the GTA LCS ISO and I couldn't find a single file with .ini ending.. Or even .txt ending.

There are two things we could do the the game, though: we can make our own radio stations, and add them to the ISO. Or, we could change the things the people in the game say. But we can't do much other things...


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#8 03/01/08 6:30pm

duelord
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From: Basel
Registered: 13/04/07
Posts: 638
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Re: [project] umd mod 3.xx kernel

hmm  thats strange i will give the iso a look tomorow, maybe i find some specific  files. If not, then that means they used a different method.
strange though


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#9 04/01/08 12:49am

der-zef-meister
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From: barrow-in-furness
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Posts: 267

Re: [project] umd mod 3.xx kernel

playing GTS with megadeth in the background would be so cool!


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#10 04/01/08 9:25am

JaXeRiR
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Re: [project] umd mod 3.xx kernel

GTS? You mean GTA? Okay, there's an easy way to get Megadeth in the background. Just use an application called Rockstar Custom Soundtrack Loader 1.5 to convert your CDs to .GTA files for use with that game.

Check out my topic here on how to get your MP3 and WMA music in the game: http://www.pspflashgaming.com/forum/vie … 2221#p2221


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#11 04/01/08 1:40pm

rollinroll
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Registered: 23/10/06
Posts: 1890

Re: [project] umd mod 3.xx kernel

Ok, im in. I may be able to help but remember, im not a programmer.

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#12 04/01/08 8:26pm

der-zef-meister
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From: barrow-in-furness
Registered: 21/01/07
Posts: 267

Re: [project] umd mod 3.xx kernel

sorry JAX, a typo smile

I'll have a look at that now


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#13 04/01/08 10:00pm

duelord
Discussion Mød
From: Basel
Registered: 13/04/07
Posts: 638
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Re: [project] umd mod 3.xx kernel

cool for those willing to join ^^  im looking at the source of gta vcs tonight. Il post info tomorow.

btw a question could an ingame prx work in the flashO?


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#14 05/01/08 6:11am

katanaa360
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From: Mississippi
Registered: 05/01/08
Posts: 131
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Re: [project] umd mod 3.xx kernel

Wow, that sounds like a great idea, Im not real experinced in programming languages so im not much help but i do have a bunch of ideas, But if you needed a tester i would be glad to help... BUT, I am still in the process of getting CFW i posted a topic in the firmware thread if you have some info about cfw plz help.


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#15 05/01/08 4:07pm

rollinroll
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Registered: 23/10/06
Posts: 1890

Re: [project] umd mod 3.xx kernel

I found out that the .gta files can be played with windows media player.
Wich means they are actually mp3's or wav's.
So you could try to just rename the format of an mp3 file to .gta and see if it works.

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#16 05/01/08 5:23pm

JaXeRiR
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From: Teh Interwebz
Registered: 25/03/07
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Re: [project] umd mod 3.xx kernel

They aren't MP3's or WAV's, they are encoded in a file format called AT3, then they are just renamed GTA. AT3 is a basic ATRAC format made by Sony, it was originally intended for use with Sony digital music players, but people liked MP3 and WMA more. You could try to rename the file you played with WMP to -name-.at3 and try to play it with your PSP.

You can convert your own with this application: http://www.codemasters.co.uk/downloads/ … adid=22511

It is basically the application used to convert custom musics to TOCA Race Driver 2006, but as the format is the same it works with GTA as well.

Last edited by JaXeRiR (05/01/08 5:25pm)


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#17 05/01/08 6:02pm

rollinroll
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Registered: 23/10/06
Posts: 1890

Re: [project] umd mod 3.xx kernel

JaXeRiR wrote:

They aren't MP3's or WAV's, they are encoded in a file format called AT3, then they are just renamed GTA. AT3 is a basic ATRAC format made by Sony, it was originally intended for use with Sony digital music players, but people liked MP3 and WMA more. You could try to rename the file you played with WMP to -name-.at3 and try to play it with your PSP.

You can convert your own with this application: http://www.codemasters.co.uk/downloads/ … adid=22511

It is basically the application used to convert custom musics to TOCA Race Driver 2006, but as the format is the same it works with GTA as well.

Ok, sorry. But i could really play them with windows media player.

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#18 05/01/08 8:18pm

JaXeRiR
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From: Teh Interwebz
Registered: 25/03/07
Posts: 1925
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Re: [project] umd mod 3.xx kernel

rollinroll wrote:

JaXeRiR wrote:

They aren't MP3's or WAV's, they are encoded in a file format called AT3, then they are just renamed GTA. AT3 is a basic ATRAC format made by Sony, it was originally intended for use with Sony digital music players, but people liked MP3 and WMA more. You could try to rename the file you played with WMP to -name-.at3 and try to play it with your PSP.

You can convert your own with this application: http://www.codemasters.co.uk/downloads/ … adid=22511

It is basically the application used to convert custom musics to TOCA Race Driver 2006, but as the format is the same it works with GTA as well.

Ok, sorry. But i could really play them with windows media player.

Ok. Vista might have the codecs pre-installed. I had to install a thing or two before I could play them with WMP.


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#19 21/01/08 12:50am

Brett2007
Member
Registered: 21/01/08
Posts: 6

Re: [project] umd mod 3.xx kernel

sounds cool, but im not a programmer

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